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Underterror base class

The foul gitwerc’s chthonic compact with the devils of HEL gave them extraordinary powers and abilities in exchange for a continual boon of souls. Of all the many blessings granted by the infernal agreement, none are more horrifying than the gitwerc underterror. These nightmarish creatures from the darkest, deepest subterranean caverns are absolutely terrifying combatants that strike fear into the hearts of their foes, changing form as they fight and using the unnatural, disturbing mutations to fatal effect.

Role: The gitwerc underterror is an extremely versatile class; the evolution pool allows for a PC to tailor their abilities at each level and the HEL Powers give them a subtle edge to match their insidious Change Shape ability, allowing them to slip into a group of adventurers without anyone being the wiser of their true nature (at first, anyway).

Alignment Gitwerc underterror may be of any alignment but good, and are by and far most likely to be Lawful Evil or Chaotic Evil.

Race Though predominantly gitwerc, other creatures that find themselves in an advantageous position (seemingly, anyway) in HEL might strike a deal with the devils there. These reckless individuals are offered many boons in exchange for their soul (or the souls of others) and becoming an underterror is among them.

Hit Die d10



The underterror’s class skills are Acrobatics (Dex), Climb (Str), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Perception (Wis), Sense Motive (Wis), Survival (Wis), Stealth (Dex), Swim (Str), Use Magic Device (Cha)


Skill Ranks per Level: 2+ Intelligence modifier skill points per level.

Level Base Attack Fort Ref Will Evolution Points Class Abilities
1st +0 +0 +2 +2 3 Darkvision, evolutions, undershape













Evasion, HEL power














Mutable form (1 point)

4th +3 +1 +4 +4 6 Extra attack (secondary)
5th +3 +1 +4 +4 7 Evolution surge
6th +4 +2 +5 +5 8 Evolution gift, HEL power
7th +5 +2 +5 +5 9 Dreadful presence
8th +6/+1 +2 +6 +6 10 Mutable form 2 pts, extra attack (secondary)
9th +6/+1 +3 +6 +6 11 Extra evolution
10th +7/+2 +3 +7 +7 12 Evolution surge 2/day, HEL power
11th +8/+3 +3 +7 +7 13 Improved evasion
12th +9/+4 +4 +8 +8 14 More dreadful presence
13th +9/+4 +4 +8 +8 15 Mutable form 3 pts
14th +10/+5 +4 +9 +9 16 HEL power
15th +11/+6/+1 +5 +9 +9 17 Evolution surge 3/day
16th +12/+7/+2 +5 +10 +10 18 Greater evolution gift, extra attack (secondary)
17th +12/+7/+2 +5 +10 +10 19 Most dreadful presence
18th +13/+8/+3 +6 +11 +11 20 Mutable form 4 pts, HEL power
19th +14/+9/+4 +6 +11 +11 21 Body stability
20th +15/+10/+5 +6 +12 +12 22 Evolution surge 4/day, undernightmare


Weapon and Armor Proficiency An underterror is proficient with all simple weapons, plus all axes, hammers, and picks. Underterrors are also proficient with light and medium armor and shields (except tower shields).


Undershape (Su): At 1st level, an underterror can assume the appearance of one type of Medium-sized humanoid creature they know of while retaining their own physical qualities; once chosen, this form cannot change and always appears the same (for example: black hair, a scar on the left cheek, and other physical features are immutable and always appear on a known form when using undershape). This ability functions as an alter self spell, except that it does not grant the underterror any new abilities. Underterrors can use undershape indefinitely. At 2nd level and every level thereafter an underterror gains an additional known form.


Darkvision (Ex) At 1st level, an underterror’s existing darkvision improves by +10 ft. (underterror’s without any existing darkvision receive darkvision 10 ft.). This increases by +10 feet at each odd-numbered level thereafter, to a maximum range of 160 ft. at 19th-level.


Evolutions (Ex) The underterror is a mutated fiendish synthesis of the infernal, the demonic and the gitwerc. Masters of morphing their bodies, they can create lasting, permanent changes to their very form.

For the purposes of mechanical terms, they gain an evolution pool as though they were an eidelon, beginning with 3 evolution points at first level. An underterror has the biped form, and cannot have one of the other forms. Although an underterror is a biped, he does not begin with the claws or natural armor bonus that a biped form eidolon has, although he can select those abilities if he wishes. When an underterror gains a new level, they may redistribute their evolution points however they see fit.


Inapplicable Evolutions The following evolution options are not available to an underterror: constrict, mount, pounce, rake, weapon training, channel resistance, incorporeal form, lifesense, undead appearance, skilled, frightful presence and ability increase (charisma). Furthermore, ability increase (Strength) does not stack with the Strength bonus granted by the large size and huge size evolutions.

Restricted Evolutions The following evolution options have delayed level requirements for an underterror: tremorsense (9th level), large size (11th level), immunity (12th level), huge size (19th level).

Underterror Base Form

Underterrors make use of many of the summoner rules and are often treated as an eidolon, but have no base form—creating one is up to you! The default route to take with an underterror is to create a combat beast of the Underworld with many powerful physical attacks or a subtle infiltrator that wrecks havoc with insidious HEL powers before blending away into the crowd or shadows. However with the many evolutions available, you can easily create a build geared towards agility, unique special attacks (like breath weapons or poison), or even traditional spells (through the magic evolutions). Using its evolution surge and mutable form abilities, an underterror should have enough flexibility to shift about or temporarily gain evolution points to adapt to whatever dangers assail them!

HEL Pool (Su) At 2nd level, an underterror gains a pool of HEL points, supernatural energy that she can use to accomplish amazing feats. The number of points in an underterror’s HEL pool is equal to 1/2 her underterror level. The HEL pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. Note that the HEL pool is not the same as a ki pool; underterror levels do not stack with levels in a class that grants ki points. The HEL Power list follows the class description below.


The underterror gains access to one 1st-level HEL power at 2nd level. At 6th level, the underterror chooses another HEL power from the 1st-level list as well as a power from the 2nd-level list.

At 10th level, the underterror chooses one additional HEL power from the 1st-level and 2nd-level lists as well as a 3rd-level HEL power.

At 14th level, the underterror chooses one additional HEL power from the 1st-level, 2nd-level and 3rd-level lists as well as a 4th-level HEL power.

At 18th level, the underterror chooses one additional HEL power from the 1st-level, 2nd-level, 3rd-level and 4th-level lists as well as a 5th-level HEL power.

HEL powers are spell-like abilities that use the underterror’s class level as caster level, using Charisma as their spellcasting attribute. Each HEL power costs 1 HEL point to activate per level (so a 3rd-level HEL power costs 3 HEL points to activate). The HEL powers have a minimum underterror level requirement to activate. An underterror who does not meet this level requirement cannot activate that HEL power.


Mutable Form (Ex) At 3rd level, an underterror may permanently swap an evolution point once per day in a ritual of meditation that requires one uninterrupted minute to complete (in the event this is disrupted, the attempt is expended). At 6th level the ritual time is reduced to one full-round action, at 12th level it is reduced to a standard action, and at 18th level it becomes a swift action. Performing the ritual for mutable form provokes attacks of opportunity. At 8th level and every five levels after, the underterror may swap an additional evolution point by performing an additional ritual of meditation (spending an extra full-round action, standard action, or swift action depending on level).


Extra Attack (Ex): Underterrors can fight using natural weapons only, manufactured weapons only, or a combination of natural and manufactured attacks. Extra attacks here do not apply to the iterative attacks used by an underterror’s main manufactured weapon, if he is using one. Using a two-handed weapon or slam attack each counts as two attacks. All of the penalties for two-weapon fighting, multiweapon fighting, and multiple natural attacks apply to the underterror as normal.


At 4th level, the maximum number of attacks an underterror can make during a full attack action rises to 3, provided that the underterror has enough potential attacks to achieve this maximum.

For example, the underterror could attack with three single-handed weapons, three natural attacks, or one natural attack and a two-handed weapon or slam.

At 8th level, the maximum number of attacks an underterror can make during a full attack action rises to 4, provided the underterror has enough potential attacks to achieve this maximum.

At 16th level, the maximum number of attacks an underterror can make during a full attack action rises to 5, provided the underterror has enough potential attacks to achieve this maximum.

Underterror Attacks

Primary natural attacks do not have penalties unless combined with any number of weapons, in which case all natural attacks suffer a -5 attack penalty (-2 with Multiattack). Secondary natural attacks always have a -5 attack penalty (-2 with Multiattack).

If someone attacks with two weapons, they suffer all the appropriate penalties if they do not have the Two-Weapon Fighting feat. If they attack with more than two weapons, then they need the Multiweapon Fighting feat. Note that using light weapons in the off-hand (or off-hands) reduces the penalties from -4 to -2 (assuming the Underterror is proficient with them).

Note that the penalty to secondary natural attacks only applies to those natural attacks. Similarly, the penalty for two-weapon or multiweapon fighting only applies to those weapons.

Circumstances Single Weapon Two Weapons Natural Attack Natural Attack^
Natural weapons only n/a n/a -0 -5
Natural weapons only and Multiattack n/a n/a -0 -2
Primary weapon and natural weapon attacks -0 n/a as secondary -5
Primary weapon, natural weapon attacks and Multiattack -0 n/a as secondary -2
Primary and off-hand weapons and Two-Weapon Fighting or Multiweapon Fighting n/a -4 * *
Primary and light off-hand weapons and Two-Weapon Fighting or Multiweapon Fighting n/a -2 * *

^ Secondary natural attacks always apply half Strength bonus damage

* If using primary and off-hand manufactured weapons and natural attacks, all natural attacks used count as secondary attacks.


Evolution Surge (Sp) At 5th level, the underterror may use evolution surge on themselves once per day as though they were an eidolon. At 10th level and every five levels after, they may use this ability an additional time each day and the evolution points granted increase by 1.


Evolution Gift (Su) At 6th level, the underterror can touch a creature to grant the bonuses of one of their evolutions (two point maximum) once a day for one minute per class level. This is a standard action that provokes attacks of opportunity. To resist an unwanted evolution gift, the recipient must succeed on a Fortitude save (DC 10 + underterror level + Charisma modifier) or they involuntarily gain the evolution (spell resistance does not apply). This is a supernatural polymorph effect.


Dreadful Presence (Ex) At 7th level, the underterror can transform their body into a hideous writhing mass of flesh that terrifies those that behold it as a swift action (lasting for a number of rounds per day equal to class level). When activated, every creature within 60 feet of the underterror receives a -2 penalty on saving throws against fear for the duration of the effect and must succeed on a Will save (DC 10 + 1/2 class level + Charisma modifier) or be shaken for 1d4 rounds. Transforming back is a free action. This is a mind-affecting fear effect.


Extra Evolution (Ex) At 9th level, an underterror gains the Extra Evolution feat for free (otherwise, it is inaccessible to underterrors). They receive this feat again at 18th level. Alternatively, an underterror may instead choose any feat to which they meet the prerequisites rather than taking Extra Evolution.


More Dreadful Presence (Ex) At 12th level, the penalty to fear effects incurred by the underterror’s dreadful presence increases to -4 and they may inspire a second immediate save at the expense of 4 rounds of their available uses per day.


Greater Evolution Gift (Su) At 16th level, the underterror may bestow their Evolution Gift twice in one day, or grant the bonuses of one of their evolutions (up to four points) to one creature for 10 minutes per class level. This ability replaces Evolution Gift and cannot be used in conjunction with it (a creature can only benefit from a single Evolution Gift at any given time).


Most Dreadful Presence (Ex) At 17th level, the penalty to fear effects incurred by the underterror’s dreadful presence increases to -6 and they may inspire an immediate third save at the expense of 6 rounds of their available uses per day.


Body Stability (Ex) At 19th level, an underterror masters their ability to morph their own forms with uncanny control. They become immune to polymorph spells and effects, such as beast form I, or the corporeal instability effect of a chaos beast (Bestiary 2). This does not affect their change shape ability, and they may temporarily suspend this immunity as a swift action to gain benefits from polymorph spells and effects of their choosing.


Undernightmare (Ex) At 20th level, the underterror truly embodies all of the most terrifiying qualities of the legendary Gitwerc, realizing the foul potential of their ancient race. Their type changes to outsider (native) and they no longer need to eat or sleep. Once per day, they may activate any of the powers from their HEL pool as a swift action. Their natural attacks count as adamantine, lawful and magical for the purposes of overcoming damage reduction.


1st-Level HEL Powers

bane, command, darkness, face of the devourer, forbid action, murderous command, protection from chaos

2nd-Level HEL Powers

countless eyes, deeper darkness, dread bolt, excruciating deformation, fleshcurdle, vision of Hell

3rd-Level HEL Powers

baleful polymorph, dispel chaos, greater command, greater forbid action, haunting choir

4th-Level HEL Powers

flesh to ooze, mass hold person, planar binding (devils and creatures with the fiendish template only), summon monster VI (devils only)

5th-Level HEL Powers

greater planar binding (devils and creatures with the fiendish template only), shield of law, summon monster VIII (devils only)



Savant of HEL (underterror archetype)

Underterrors are indeed feared for their tendency to revel in the chthonic compact made by their kind, but savants of HEL are especially interested in increasing their powers for the subtle abilities the fell contract bestows upon them. While they retain many of the mutating abilities of their kin, they are masters of infernal energy and control it with insidious finesse.


Cantrips (Sp): At 1st level, the savant of HEL learns detect magic, read magic, and spark as at will spell-like abilities that do not consume HEL points.


Evolutions: A savant of HEL must abide by the same restrictions as underterrors, and additionally cannot gain the Huge size evolution.


Extra Attacks: Unlike a normal underterror, a savant of HEL does not gain any additional attacks, regardless of what evolutions they may have.


Broader HEL Power Knowledge: At 2nd level, the savant of HEL learns two additional 1st-level HEL powers, in addition to those normally gained by an underterror. Whenever a savant of HEL gains access to a new level of HEL powers, they learn two additional powers of the new HEL power level (in addition to those they would gain as underterrors). At 20th level, they learn two additional powers of any level.

The following HEL Powers are available only to savants of HEL (these choices are in addition to those available to underterrors).


1st-Level HEL Powers

burning hands, charm person, comprehend languages, dancing lantern, expeditious retreat, forced quiet, fumbling tongue, illusion of calm, interrogation, see alignment, silent image, undetectable alignment, vanish, zone of truth

2nd-Level HEL Powers

blood biography, clairvoyance, find traps, gaseous form, honeyed tongue, invisibility, minor image, perceive cues, pyrotechnics, scorching ray, speak with dead, suggestion, tongues

3rd-Level HEL Powers

charm monster, confusion, fireball, detonate (fire only), dispel magic, gaseous form, glibness, greater interrogation, fire snake, major image, wall of fire

4th-Level HEL Powers

contagious flame, delayed blast fireball, firebrand, greater dispel magic, locate creature, modify memory, teleport, vision

5th-Level HEL Powers

discern location, fiery body, incendiary cloud, mass suggestion, mind fog, mirage arcana, mislead, wall of lava, greater teleport


Increased HEL Power At 2nd level, the savant of HEL gains Increased HEL Pool as a bonus feat. He gains it again at levels 9 and 18. This ability replaces the Extra Evolution feats gained at levels 9 and 18.



Efficient HEL Power (Ex) At 6th level, the savant of HEL becomes more efficient at using his HEL points. The cost of using HEL powers decreases by 1 (minimum 1). This ability replaces evolution surge.


Enhanced HEL Power (Su) At 6th level, the savant of HEL can enhance his HEL power spell-like abilities. Choose one metamagic feat that normally increases a spell by one level, and one that increases a spell by two levels (Heighten Spell is prohibited). Once chosen, these choices cannot be changed. Up to three times per day per feat, a savant of HEL can use those feats to enhance a HEL power that he knows. Doing so does not increase the action length required to use the spell-like ability. A savant of HEL can only enhance a HEL power with one such effect.

This ability replaces evolution gift.


Devil’s Luck (Su) At 15th level, the devils below Aventyr have invested a great interest in the savant of HEL’s “well being”. The savant of HEL may reroll any single failed save, attack roll, attribute check or skill check. Furthermore, as an immediate action they may force any target within 100 feet to reroll a single save, attack roll, attribute check or skill check. These abilities are each usable once per day.


Potent HEL Power (Su): At 16th level, the savant of HEL chooses one metamagic feat that normally increases a spell by three levels, and Quicken Spell. A savant of HEL can also use those feats up to three times per day each to enhance a HEL power. A savant cannot use these last two metamagic effects more than once per day with their current highest level tier of HEL powers.

This ability replaces greater evolution gift.

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